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path: root/src/platform/vulkan/vulkan_cubemap.cpp
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#include "vulkan_common.h"

#include "stb_image.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/packing.hpp>

namespace Donut::RHI
{
    auto VulkanDevice::create_cubemap_from_hdri(const std::string& path) -> Ref<Texture>
    {
        auto tex = create_ref<VkTextureR>(); tex->m_device = m_device;
        const VkMemoryPropertyFlags host_vis = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
        const uint32_t FACE = 1024;
        const VkFormat cube_fmt = VK_FORMAT_R16G16B16A16_SFLOAT;
        uint32_t CUBE_MIPS = 1; for (uint32_t s = FACE; s > 1; s >>= 1) ++CUBE_MIPS;

        VkImageCreateInfo cci{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
        cci.flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
        cci.imageType = VK_IMAGE_TYPE_2D; cci.format = cube_fmt; cci.extent = { FACE, FACE, 1 };
        cci.mipLevels = CUBE_MIPS; cci.arrayLayers = 6; cci.samples = VK_SAMPLE_COUNT_1_BIT;
        cci.tiling = VK_IMAGE_TILING_OPTIMAL;
        cci.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT
                  | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
        vkCreateImage(m_device, &cci, nullptr, &tex->m_image);
        VkMemoryRequirements creq{}; vkGetImageMemoryRequirements(m_device, tex->m_image, &creq);
        VkMemoryAllocateInfo cai{ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
        cai.allocationSize = creq.size; cai.memoryTypeIndex = find_memory_type(creq.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
        vkAllocateMemory(m_device, &cai, nullptr, &tex->m_mem);
        vkBindImageMemory(m_device, tex->m_image, tex->m_mem, 0);
        VkImageViewCreateInfo cvci{ VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
        cvci.image = tex->m_image; cvci.viewType = VK_IMAGE_VIEW_TYPE_CUBE; cvci.format = cube_fmt;
        cvci.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, CUBE_MIPS, 0, 6 };
        vkCreateImageView(m_device, &cvci, nullptr, &tex->m_view);
        VkSamplerCreateInfo csm{ VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
        csm.magFilter = VK_FILTER_LINEAR; csm.minFilter = VK_FILTER_LINEAR;
        csm.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; csm.minLod = 0.0f; csm.maxLod = (float)CUBE_MIPS;
        csm.addressModeU = csm.addressModeV = csm.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
        vkCreateSampler(m_device, &csm, nullptr, &tex->m_sampler);

        // the capture shaders come first: if they're missing (no generated/ dir)
        // take the same dark road as a missing hdr, rather than handing the driver
        // two garbage module handles.
        VkShaderModule vmod = VK_NULL_HANDLE, fmod = VK_NULL_HANDLE;
        const bool shaders_ok = create_shader_module("assets/shaders/generated/equirect_to_cubemap.vertexMain.spv", vmod)
                             && create_shader_module("assets/shaders/generated/equirect_to_cubemap.fragmentMain.spv", fmod);
        // bottom row first, same as the GL loader: SampleSphericalMap sends "up" to
        // v = 1, so the top of the panorama has to be the last row. without this the
        // whole sky is upside down (the old projection flip was half-hiding that).
        int w = 0, h = 0, ch = 0;
        stbi_set_flip_vertically_on_load(true);
        float* pixels = shaders_ok ? stbi_loadf(path.c_str(), &w, &h, &ch, 4) : nullptr;
        if (!pixels)
        {
            if (vmod) vkDestroyShaderModule(m_device, vmod, nullptr);
            if (fmod) vkDestroyShaderModule(m_device, fmod, nullptr);
            DONUT_WARN("Vulkan RHI: HDRI '{}' could not be loaded; using a dark background", path);
            VkCommandBufferAllocateInfo cbai{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
            cbai.commandPool = m_command_pool; cbai.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; cbai.commandBufferCount = 1;
            VkCommandBuffer cmd; vkAllocateCommandBuffers(m_device, &cbai, &cmd);
            VkCommandBufferBeginInfo bi{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO }; bi.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
            vkBeginCommandBuffer(cmd, &bi);
            VkImageMemoryBarrier tb{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
            tb.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; tb.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
            tb.image = tex->m_image; tb.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, CUBE_MIPS, 0, 6 };
            tb.srcAccessMask = 0; tb.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
            vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &tb);
            VkClearColorValue dark{}; dark.float32[0] = 0.02f; dark.float32[1] = 0.02f; dark.float32[2] = 0.05f; dark.float32[3] = 1.0f;
            VkImageSubresourceRange rng{ VK_IMAGE_ASPECT_COLOR_BIT, 0, CUBE_MIPS, 0, 6 };
            vkCmdClearColorImage(cmd, tex->m_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &dark, 1, &rng);
            VkImageMemoryBarrier rb = tb; rb.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; rb.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
            rb.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; rb.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
            vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &rb);
            vkEndCommandBuffer(cmd);
            VkSubmitInfo si{ VK_STRUCTURE_TYPE_SUBMIT_INFO }; si.commandBufferCount = 1; si.pCommandBuffers = &cmd;
            vkQueueSubmit(m_graphics_queue, 1, &si, VK_NULL_HANDLE); vkQueueWaitIdle(m_graphics_queue);
            vkFreeCommandBuffers(m_device, m_command_pool, 1, &cmd);
            return tex;
        }

        const VkFormat eq_fmt = VK_FORMAT_R16G16B16A16_SFLOAT;
        size_t texel_count = (size_t)w * (size_t)h * 4;
        VkDeviceSize eq_size = (VkDeviceSize)texel_count * sizeof(uint16_t);
        VkBuffer eq_staging; VkDeviceMemory eq_staging_mem;
        create_buffer_raw(eq_size, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, host_vis, eq_staging, eq_staging_mem);
        void* mp = nullptr; vkMapMemory(m_device, eq_staging_mem, 0, eq_size, 0, &mp);
        uint16_t* dst = (uint16_t*)mp;
        // glm's half packing rather than __fp16: that one is a clang/ARM extension and MSVC has never heard of it
        for (size_t i = 0; i < texel_count; ++i) dst[i] = glm::packHalf1x16(pixels[i]);
        vkUnmapMemory(m_device, eq_staging_mem);
        stbi_image_free(pixels);

        VkImage eq_image; VkDeviceMemory eq_mem;
        VkImageCreateInfo eci{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
        eci.imageType = VK_IMAGE_TYPE_2D; eci.format = eq_fmt; eci.extent = { (uint32_t)w, (uint32_t)h, 1 };
        eci.mipLevels = 1; eci.arrayLayers = 1; eci.samples = VK_SAMPLE_COUNT_1_BIT;
        eci.tiling = VK_IMAGE_TILING_OPTIMAL; eci.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
        vkCreateImage(m_device, &eci, nullptr, &eq_image);
        VkMemoryRequirements ereq{}; vkGetImageMemoryRequirements(m_device, eq_image, &ereq);
        VkMemoryAllocateInfo eai{ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
        eai.allocationSize = ereq.size; eai.memoryTypeIndex = find_memory_type(ereq.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
        vkAllocateMemory(m_device, &eai, nullptr, &eq_mem);
        vkBindImageMemory(m_device, eq_image, eq_mem, 0);
        VkImageView eq_view;
        VkImageViewCreateInfo evci{ VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
        evci.image = eq_image; evci.viewType = VK_IMAGE_VIEW_TYPE_2D; evci.format = eq_fmt;
        evci.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
        vkCreateImageView(m_device, &evci, nullptr, &eq_view);
        VkSampler eq_sampler;
        VkSamplerCreateInfo esm{ VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
        esm.magFilter = VK_FILTER_LINEAR; esm.minFilter = VK_FILTER_LINEAR;
        esm.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
        esm.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
        esm.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
        vkCreateSampler(m_device, &esm, nullptr, &eq_sampler);

        VkImageView face_views[6];
        for (uint32_t i = 0; i < 6; ++i)
        {
            VkImageViewCreateInfo fvci{ VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
            fvci.image = tex->m_image; fvci.viewType = VK_IMAGE_VIEW_TYPE_2D; fvci.format = cube_fmt;
            fvci.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, i, 1 };
            vkCreateImageView(m_device, &fvci, nullptr, &face_views[i]);
        }

        VkAttachmentDescription color{};
        color.format = cube_fmt; color.samples = VK_SAMPLE_COUNT_1_BIT;
        color.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; color.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
        color.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; color.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
        color.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; color.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
        VkAttachmentReference ref{ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
        VkSubpassDescription subpass{}; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &ref;
        VkSubpassDependency dep{}; dep.srcSubpass = 0; dep.dstSubpass = VK_SUBPASS_EXTERNAL;
        dep.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dep.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
        dep.dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; dep.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
        VkRenderPass rp;
        VkRenderPassCreateInfo rpci{ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO };
        rpci.attachmentCount = 1; rpci.pAttachments = &color; rpci.subpassCount = 1; rpci.pSubpasses = &subpass; rpci.dependencyCount = 1; rpci.pDependencies = &dep;
        vkCreateRenderPass(m_device, &rpci, nullptr, &rp);
        VkFramebuffer face_fb[6];
        for (uint32_t i = 0; i < 6; ++i)
        {
            VkFramebufferCreateInfo fbci{ VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
            fbci.renderPass = rp; fbci.attachmentCount = 1; fbci.pAttachments = &face_views[i]; fbci.width = FACE; fbci.height = FACE; fbci.layers = 1;
            vkCreateFramebuffer(m_device, &fbci, nullptr, &face_fb[i]);
        }

        VkDescriptorSetLayoutBinding binds[2]{};
        binds[0].binding = 0; binds[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; binds[0].descriptorCount = 1; binds[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
        binds[1].binding = 1; binds[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binds[1].descriptorCount = 1; binds[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
        VkDescriptorSetLayout set_layout;
        VkDescriptorSetLayoutCreateInfo dslci{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO }; dslci.bindingCount = 2; dslci.pBindings = binds;
        vkCreateDescriptorSetLayout(m_device, &dslci, nullptr, &set_layout);
        VkDescriptorPoolSize psizes[2] = { { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6 }, { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6 } };
        VkDescriptorPool pool;
        VkDescriptorPoolCreateInfo dpci{ VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO }; dpci.maxSets = 6; dpci.poolSizeCount = 2; dpci.pPoolSizes = psizes;
        vkCreateDescriptorPool(m_device, &dpci, nullptr, &pool);

        VkPipelineLayout playout;
        VkPipelineLayoutCreateInfo plci{ VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO }; plci.setLayoutCount = 1; plci.pSetLayouts = &set_layout;
        vkCreatePipelineLayout(m_device, &plci, nullptr, &playout);
        VkPipelineShaderStageCreateInfo stages[2]{};
        stages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;   stages[0].module = vmod; stages[0].pName = "main";
        stages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; stages[1].module = fmod; stages[1].pName = "main";
        VkVertexInputBindingDescription vib{ 0, 12, VK_VERTEX_INPUT_RATE_VERTEX };
        VkVertexInputAttributeDescription via{ 0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0 };
        VkPipelineVertexInputStateCreateInfo vin{ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
        vin.vertexBindingDescriptionCount = 1; vin.pVertexBindingDescriptions = &vib; vin.vertexAttributeDescriptionCount = 1; vin.pVertexAttributeDescriptions = &via;
        VkPipelineInputAssemblyStateCreateInfo ia{ VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO }; ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
        VkViewport vp{ 0, 0, (float)FACE, (float)FACE, 0, 1 }; VkRect2D sc{ { 0, 0 }, { FACE, FACE } };
        VkPipelineViewportStateCreateInfo vps{ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO }; vps.viewportCount = 1; vps.pViewports = &vp; vps.scissorCount = 1; vps.pScissors = &sc;
        VkPipelineRasterizationStateCreateInfo rs{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO }; rs.polygonMode = VK_POLYGON_MODE_FILL; rs.cullMode = VK_CULL_MODE_NONE; rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rs.lineWidth = 1.0f;
        VkPipelineMultisampleStateCreateInfo ms{ VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO }; ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
        VkPipelineColorBlendAttachmentState cba{}; cba.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
        VkPipelineColorBlendStateCreateInfo cb{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO }; cb.attachmentCount = 1; cb.pAttachments = &cba;
        VkPipeline pipeline;
        VkGraphicsPipelineCreateInfo gpci{ VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
        gpci.stageCount = 2; gpci.pStages = stages; gpci.pVertexInputState = &vin; gpci.pInputAssemblyState = &ia; gpci.pViewportState = &vps;
        gpci.pRasterizationState = &rs; gpci.pMultisampleState = &ms; gpci.pColorBlendState = &cb; gpci.layout = playout; gpci.renderPass = rp; gpci.subpass = 0;
        vkCreateGraphicsPipelines(m_device, VK_NULL_HANDLE, 1, &gpci, nullptr, &pipeline);
        vkDestroyShaderModule(m_device, vmod, nullptr); vkDestroyShaderModule(m_device, fmod, nullptr);

        float cube_verts[] = {
            -1,1,-1, -1,-1,-1, 1,-1,-1, 1,-1,-1, 1,1,-1, -1,1,-1,
            -1,-1,1, -1,-1,-1, -1,1,-1, -1,1,-1, -1,1,1, -1,-1,1,
             1,-1,-1, 1,-1,1, 1,1,1, 1,1,1, 1,1,-1, 1,-1,-1,
            -1,-1,1, -1,1,1, 1,1,1, 1,1,1, 1,-1,1, -1,-1,1,
            -1,1,-1, 1,1,-1, 1,1,1, 1,1,1, -1,1,1, -1,1,-1,
            -1,-1,-1, -1,-1,1, 1,-1,-1, 1,-1,-1, -1,-1,1, 1,-1,1,
        };
        VkBuffer cube_vb; VkDeviceMemory cube_vb_mem;
        create_buffer_raw(sizeof(cube_verts), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, host_vis, cube_vb, cube_vb_mem);
        vkMapMemory(m_device, cube_vb_mem, 0, sizeof(cube_verts), 0, &mp); std::memcpy(mp, cube_verts, sizeof(cube_verts)); vkUnmapMemory(m_device, cube_vb_mem);

        // no vulkan y-flip here. rendering into a texture and sampling it back is
        // the same in both APIs (clip-space bottom lands on row 0 either way), so
        // these are the exact GL capture matrices. the flip that used to sit here
        // mirrored every face top to bottom and scrambled the sky.
        glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
        glm::mat4 views[6] = {
            glm::lookAt(glm::vec3(0), glm::vec3( 1, 0, 0), glm::vec3(0, -1, 0)),
            glm::lookAt(glm::vec3(0), glm::vec3(-1, 0, 0), glm::vec3(0, -1, 0)),
            glm::lookAt(glm::vec3(0), glm::vec3( 0, 1, 0), glm::vec3(0, 0, 1)),
            glm::lookAt(glm::vec3(0), glm::vec3( 0, -1, 0), glm::vec3(0, 0, -1)),
            glm::lookAt(glm::vec3(0), glm::vec3( 0, 0, 1), glm::vec3(0, -1, 0)),
            glm::lookAt(glm::vec3(0), glm::vec3( 0, 0, -1), glm::vec3(0, -1, 0)),
        };
        VkBuffer ubo[6]; VkDeviceMemory ubo_mem[6]; VkDescriptorSet sets[6];
        for (uint32_t i = 0; i < 6; ++i)
        {
            create_buffer_raw(128, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, host_vis, ubo[i], ubo_mem[i]);
            // straight glm, no transpose: the SPIR-V marks these RowMajor and does
            // v * M, which reads glm's column-major memory as-is (same as every
            // other UBO here). only GL's flattened loose uniforms need the transpose.
            glm::mat4 mats[2] = { proj, views[i] };
            vkMapMemory(m_device, ubo_mem[i], 0, 128, 0, &mp); std::memcpy(mp, mats, 128); vkUnmapMemory(m_device, ubo_mem[i]);
            VkDescriptorSetAllocateInfo dsai{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO }; dsai.descriptorPool = pool; dsai.descriptorSetCount = 1; dsai.pSetLayouts = &set_layout;
            vkAllocateDescriptorSets(m_device, &dsai, &sets[i]);
            VkDescriptorBufferInfo buf_info{ ubo[i], 0, VK_WHOLE_SIZE };
            VkDescriptorImageInfo img_info{ eq_sampler, eq_view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
            VkWriteDescriptorSet ws[2]{};
            ws[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; ws[0].dstSet = sets[i]; ws[0].dstBinding = 0; ws[0].descriptorCount = 1; ws[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; ws[0].pBufferInfo = &buf_info;
            ws[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; ws[1].dstSet = sets[i]; ws[1].dstBinding = 1; ws[1].descriptorCount = 1; ws[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; ws[1].pImageInfo = &img_info;
            vkUpdateDescriptorSets(m_device, 2, ws, 0, nullptr);
        }

        VkCommandBufferAllocateInfo cbai{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO };
        cbai.commandPool = m_command_pool; cbai.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; cbai.commandBufferCount = 1;
        VkCommandBuffer cmd; vkAllocateCommandBuffers(m_device, &cbai, &cmd);
        VkCommandBufferBeginInfo bi{ VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO }; bi.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
        vkBeginCommandBuffer(cmd, &bi);
        VkImageMemoryBarrier to_dst{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
        to_dst.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; to_dst.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
        to_dst.image = eq_image; to_dst.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
        to_dst.srcAccessMask = 0; to_dst.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
        vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &to_dst);
        VkBufferImageCopy copy{}; copy.imageSubresource = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1 }; copy.imageExtent = { (uint32_t)w, (uint32_t)h, 1 };
        vkCmdCopyBufferToImage(cmd, eq_staging, eq_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
        VkImageMemoryBarrier to_read = to_dst; to_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; to_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
        to_read.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; to_read.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
        vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &to_read);

        VkClearValue clear{}; clear.color = { { 0, 0, 0, 1 } };
        for (uint32_t i = 0; i < 6; ++i)
        {
            VkRenderPassBeginInfo rpbi{ VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO };
            rpbi.renderPass = rp; rpbi.framebuffer = face_fb[i]; rpbi.renderArea = { { 0, 0 }, { FACE, FACE } }; rpbi.clearValueCount = 1; rpbi.pClearValues = &clear;
            vkCmdBeginRenderPass(cmd, &rpbi, VK_SUBPASS_CONTENTS_INLINE);
            vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
            vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, playout, 0, 1, &sets[i], 0, nullptr);
            VkDeviceSize off = 0; vkCmdBindVertexBuffers(cmd, 0, 1, &cube_vb, &off);
            vkCmdDraw(cmd, 36, 1, 0, 0);
            vkCmdEndRenderPass(cmd);
        }

        {
            VkImageMemoryBarrier src0{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
            src0.image = tex->m_image; src0.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 6 };
            src0.oldLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; src0.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
            src0.srcAccessMask = VK_ACCESS_SHADER_READ_BIT; src0.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
            vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &src0);
            int32_t mipW = (int32_t)FACE, mipH = (int32_t)FACE;
            for (uint32_t m = 1; m < CUBE_MIPS; ++m)
            {
                int32_t nW = mipW > 1 ? mipW / 2 : 1, nH = mipH > 1 ? mipH / 2 : 1;
                VkImageMemoryBarrier bd{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
                bd.image = tex->m_image; bd.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, m, 1, 0, 6 };
                bd.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; bd.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
                bd.srcAccessMask = 0; bd.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
                vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &bd);
                VkImageBlit blit{};
                blit.srcOffsets[1] = { mipW, mipH, 1 }; blit.srcSubresource = { VK_IMAGE_ASPECT_COLOR_BIT, m - 1, 0, 6 };
                blit.dstOffsets[1] = { nW, nH, 1 };     blit.dstSubresource = { VK_IMAGE_ASPECT_COLOR_BIT, m, 0, 6 };
                vkCmdBlitImage(cmd, tex->m_image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, tex->m_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit, VK_FILTER_LINEAR);
                VkImageMemoryBarrier bs{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
                bs.image = tex->m_image; bs.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, m, 1, 0, 6 };
                bs.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; bs.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
                bs.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; bs.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
                vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &bs);
                mipW = nW; mipH = nH;
            }
            VkImageMemoryBarrier fin{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
            fin.image = tex->m_image; fin.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, CUBE_MIPS, 0, 6 };
            fin.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL; fin.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
            fin.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT; fin.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
            vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &fin);
        }

        vkEndCommandBuffer(cmd);
        VkSubmitInfo si{ VK_STRUCTURE_TYPE_SUBMIT_INFO }; si.commandBufferCount = 1; si.pCommandBuffers = &cmd;
        vkQueueSubmit(m_graphics_queue, 1, &si, VK_NULL_HANDLE); vkQueueWaitIdle(m_graphics_queue);

        vkFreeCommandBuffers(m_device, m_command_pool, 1, &cmd);
        for (uint32_t i = 0; i < 6; ++i) { vkDestroyBuffer(m_device, ubo[i], nullptr); vkFreeMemory(m_device, ubo_mem[i], nullptr); vkDestroyFramebuffer(m_device, face_fb[i], nullptr); vkDestroyImageView(m_device, face_views[i], nullptr); }
        vkDestroyBuffer(m_device, cube_vb, nullptr); vkFreeMemory(m_device, cube_vb_mem, nullptr);
        vkDestroyPipeline(m_device, pipeline, nullptr); vkDestroyPipelineLayout(m_device, playout, nullptr);
        vkDestroyDescriptorPool(m_device, pool, nullptr); vkDestroyDescriptorSetLayout(m_device, set_layout, nullptr);
        vkDestroyRenderPass(m_device, rp, nullptr);
        vkDestroySampler(m_device, eq_sampler, nullptr); vkDestroyImageView(m_device, eq_view, nullptr);
        vkDestroyImage(m_device, eq_image, nullptr); vkFreeMemory(m_device, eq_mem, nullptr);
        vkDestroyBuffer(m_device, eq_staging, nullptr); vkFreeMemory(m_device, eq_staging_mem, nullptr);
        DONUT_INFO("Vulkan RHI: HDRI cubemap built from {} ({}x{} equirect -> {}^2 cube)", path, w, h, (int)FACE);
        return tex;
    }

}